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163 lines
4.6 KiB
163 lines
4.6 KiB
#include <igl/boundary_conditions.h>
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#include <igl/colon.h>
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#include <igl/column_to_quats.h>
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#include <igl/directed_edge_parents.h>
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#include <igl/forward_kinematics.h>
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#include <igl/jet.h>
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#include <igl/lbs_matrix.h>
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#include <igl/deform_skeleton.h>
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#include <igl/readDMAT.h>
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#include <igl/readMESH.h>
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#include <igl/readTGF.h>
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#include <igl/opengl/glfw/Viewer.h>
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#include <igl/bbw.h>
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#include <Eigen/Geometry>
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#include <Eigen/StdVector>
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#include <vector>
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#include <algorithm>
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#include <iostream>
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typedef
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std::vector<Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
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RotationList;
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const Eigen::RowVector3d sea_green(70./255.,252./255.,167./255.);
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int selected = 0;
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Eigen::MatrixXd V,W,U,C,M;
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Eigen::MatrixXi T,F,BE;
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Eigen::VectorXi P;
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RotationList pose;
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double anim_t = 1.0;
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double anim_t_dir = -0.03;
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bool pre_draw(igl::opengl::glfw::Viewer & viewer)
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{
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using namespace Eigen;
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using namespace std;
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if(viewer.core().is_animating)
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{
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// Interpolate pose and identity
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RotationList anim_pose(pose.size());
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for(int e = 0;e<pose.size();e++)
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{
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anim_pose[e] = pose[e].slerp(anim_t,Quaterniond::Identity());
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}
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// Propagate relative rotations via FK to retrieve absolute transformations
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RotationList vQ;
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vector<Vector3d> vT;
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igl::forward_kinematics(C,BE,P,anim_pose,vQ,vT);
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const int dim = C.cols();
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MatrixXd T(BE.rows()*(dim+1),dim);
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for(int e = 0;e<BE.rows();e++)
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{
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Affine3d a = Affine3d::Identity();
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a.translate(vT[e]);
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a.rotate(vQ[e]);
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T.block(e*(dim+1),0,dim+1,dim) =
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a.matrix().transpose().block(0,0,dim+1,dim);
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}
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// Compute deformation via LBS as matrix multiplication
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U = M*T;
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// Also deform skeleton edges
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MatrixXd CT;
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MatrixXi BET;
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igl::deform_skeleton(C,BE,T,CT,BET);
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viewer.data().set_vertices(U);
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viewer.data().set_edges(CT,BET,sea_green);
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viewer.data().compute_normals();
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anim_t += anim_t_dir;
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anim_t_dir *= (anim_t>=1.0 || anim_t<=0.0?-1.0:1.0);
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}
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return false;
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}
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bool key_down(igl::opengl::glfw::Viewer &viewer, unsigned char key, int mods)
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{
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switch(key)
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{
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case ' ':
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viewer.core().is_animating = !viewer.core().is_animating;
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break;
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case '.':
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selected++;
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selected = std::min(std::max(selected,0),(int)W.cols()-1);
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viewer.data().set_data(W.col(selected));
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break;
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case ',':
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selected--;
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selected = std::min(std::max(selected,0),(int)W.cols()-1);
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viewer.data().set_data(W.col(selected));
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break;
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}
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return true;
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}
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int main(int argc, char *argv[])
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{
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using namespace Eigen;
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using namespace std;
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igl::readMESH(TUTORIAL_SHARED_PATH "/hand.mesh",V,T,F);
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U=V;
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igl::readTGF(TUTORIAL_SHARED_PATH "/hand.tgf",C,BE);
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// retrieve parents for forward kinematics
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igl::directed_edge_parents(BE,P);
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// Read pose as matrix of quaternions per row
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MatrixXd Q;
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igl::readDMAT(TUTORIAL_SHARED_PATH "/hand-pose.dmat",Q);
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igl::column_to_quats(Q,pose);
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assert(pose.size() == BE.rows());
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// List of boundary indices (aka fixed value indices into VV)
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VectorXi b;
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// List of boundary conditions of each weight function
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MatrixXd bc;
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igl::boundary_conditions(V,T,C,VectorXi(),BE,MatrixXi(),MatrixXi(),b,bc);
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// compute BBW weights matrix
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igl::BBWData bbw_data;
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// only a few iterations for sake of demo
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bbw_data.active_set_params.max_iter = 8;
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bbw_data.verbosity = 2;
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if(!igl::bbw(V,T,b,bc,bbw_data,W))
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{
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return EXIT_FAILURE;
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}
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//MatrixXd Vsurf = V.topLeftCorner(F.maxCoeff()+1,V.cols());
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//MatrixXd Wsurf;
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//if(!igl::bone_heat(Vsurf,F,C,VectorXi(),BE,MatrixXi(),Wsurf))
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//{
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// return false;
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//}
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//W.setConstant(V.rows(),Wsurf.cols(),1);
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//W.topLeftCorner(Wsurf.rows(),Wsurf.cols()) = Wsurf = Wsurf = Wsurf = Wsurf;
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// Normalize weights to sum to one
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W = (W.array().colwise() / W.array().rowwise().sum()).eval();
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// precompute linear blend skinning matrix
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igl::lbs_matrix(V,W,M);
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// Plot the mesh with pseudocolors
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igl::opengl::glfw::Viewer viewer;
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viewer.data().set_mesh(U, F);
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viewer.data().set_data(W.col(selected));
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viewer.data().set_edges(C,BE,sea_green);
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viewer.data().show_lines = false;
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viewer.data().show_overlay_depth = false;
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viewer.data().line_width = 1;
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viewer.callback_pre_draw = &pre_draw;
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viewer.callback_key_down = &key_down;
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viewer.core().is_animating = false;
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viewer.core().animation_max_fps = 30.;
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cout<<
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"Press '.' to show next weight function."<<endl<<
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"Press ',' to show previous weight function."<<endl<<
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"Press [space] to toggle animation."<<endl;
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viewer.launch();
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return EXIT_SUCCESS;
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}
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